Ranger Archive

Thread: Top 5 Debate

LecheHombre
Tue Oct 14, 2003 10:52 pm
#14

The more I think about it, the more I love the idea of adding a "/throwtrap x" command. Currently, I have 2 frequently used quick-bar sets. One with all of my rifles and rifle specials, and one with only the most essential specials and a whole row of traps. I like to use adhesive mesh traps, but taking up a valuable toolbar slot for *2 charges* is hard to justify. Throwing them via the radial menu while in your inventory is incredibly unwieldy.

The only solutions to this that I can think of are a /throwtrap command that finds one in your inventory (if possible, of course), or allowing traps to stack beyond their manufactured quantities.

Either one of these would make the currently existing traps much more usable for me. I believe that this has been presented to GreenMarine before, but I figured I'd hype it up again...

Thanks again for providing us this chance to voice our concerns, NRaas! Keep up the great work.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Raverbane
Wed Oct 15, 2003 2:22 am
#15

CAMPS


Fix camps so the aggros stay out. And make HTFB worth it.



Giving Master meaning.


Give the master rangers something that makes being a master ranger worth it. The hunting cabin might be a step in the right direction.

JBMat
Wed Oct 15, 2003 3:33 am
#16

Harvesting - Master Rangers get to harvest at whatever level, 100% or 60%, but can harvest two resources. Gives people a reason to make and keep Master.


Camps - Hunting Blind... status. Fix the stupid laser fence on the HTFB.


Creature to hit Bonus - for Rangers, regardless of melee/ranged. Give us a bone here, yanno how many animals we kill?


Traps - FIX THE STUPID THINGS.

Alila
Wed Oct 15, 2003 3:41 am
#17

make areatrack cause spawn to happen in it's radius


this would fix most of the issues people are having with areatrack


ideally i'd like to see camps spawn way further out from players traversing the world and despawning if no one is near.


example:


1. area around cities that is a nobuild zone ( 1024m radius ) should always be fully populated.
2. when players leave city, a "bubble" of 512m around them is spawned with lairs, this is repeated every 10-20 seconds
3. when a lair has no players within 512m for30 minutes, it despawns


This should keep the deserted areas of the world unpopulated while still allowing areatrack to be useful and world to feel populated instead of feeling empty and mobs spawned on us just for the heck of it and to annoy us.


(how many times have _you_ died from having a nightsister camp spawn right on top of you while running around on an otherwise deserted part of dathomir, looking for spiders for example)




Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Keito_Temreh
Wed Oct 15, 2003 3:52 am
#18

1. traps that work in pvp on humanoids and creatures(pets)


2. Camps that have a purpose for the GCW(PVP)


3. Conceal to have a function in the GCW(PVP)


More defensive mods, profession description says we are a defender of others, i'd like to see something that is useful in the GCW(PVP) added into this, rescue has no purpose in the GCW.


Basically we are one dimensional, PVE only and that is the problem and what makes people leave our profession and take up others everyday. We need more luster and a more well developed skilltree that isn't so close-ended. Once you master ranger and you can't use your skills in the GCW the game is over for you unless you enjoy being a glorified resource harvestor.


Bottom line this profession needs to reflect it's star wars counterparts and not be so sims like.




Keito Tarmeh Master Bounty Hunter/Master Pistoleer Valcyn : Retired
Brant Hogan Master Combat Medic/Master Carbineer Bloodfin : Retired
Notam Vavaso Master Pilot/Master Carbineer/Master Bounty Hunter Chilastra : Active
Rancorrider4
Wed Oct 15, 2003 5:10 am
#19

1) Camps. New camps.Improve existing camps or at leastfix the existing so they repel aggro creatures as the Survival skill description has indicated since Beta.


2) Traps. We've been told for some time now that the dev's already have a new set of traps. Lets see them. Or see some improvements in the ones we use.


3) Creature To Hit Bonus. Totally agree. We should be the best hunters in the galaxy.


4) /areatrack. Agree here as well. I'd love to see the lairs.


5) Conceal. Still would like to see the ghillie <sp> suit implemented


As always great job N'Raas. We are priveleged to have you as our corespondent.




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


alphaforge
Wed Oct 15, 2003 6:19 am
#20

My picks:



  • /areatrack (why can't I see those lairs?)

1. Yup I can agree with that being number one.



  • Creature Damage bonuses (we are Rangers... we should be the most formidable hunters)

2. Agree too but as a meleer would like to know what is going on with the to hit bonus I don't benefit from. Will I ever or is it going to stay that way? I jumped on board because fo the bonuses realized they didn't apply and stayed because I like the play style. Information is good.



  • /conceal (I want my "drops if damage incurred" back, or at least the ghillie suit)

3. I think I like the reapplys after combat if still within the 25 minute window a little better than the ghillie suit idea myself. However the ghillie suit idea is better for the game as a whole I believe. With that you could make one of the requirements that it has + camo level tissues in it to add to the interdependence.



  • Traps (more information regarding the new ones and improvements in their usability)

4. Yup. Improvements in usability are a bit higher to me but knowlege is power.



  • Camps (more information regarding the new ones)

Not thinking this is a top 5 to me the only problem I have is that dancers/musician's can't heal BF or Buff in Feild Bases, not even convinced I want that.


5. I'm think Harvesting changes are further up on my list. Being able to turn off the 60% rule and or being able to harvest all resources at master level.




Dea'll --- Flurry
drunkenbard
Wed Oct 15, 2003 6:20 am
#21

/areatrack
I love this skill, but it only works well if you can already see the creatures.
I love it when I areatrack looking for a Kilo (not to kill... to avoid ).
I dont see one, I take a step and BANG... a kilo (this is usually followed
by a trip to the cloner). My suggestions is to make the dynamic spawn occur at
the same range as areatrack is setup for. Areatrack seems to work to 500m... why not
have spawns pop at 500m. Seems simple doesn't it?

Creature Damage bonus:
Im a TKA. Im not sure a damage bonus would really add that much to me.
I would actually prefer knowing more about the creature. Social? BAF? Speed?

/Conceal
I love this skill now. Although I would REALLY love to be able to remove a ghille suit, attack, then put it back on. Some of the camo kits are pretty darned hard to find components for and it does seem a waste to camo-up for a 200m walk only to lose it.


Traps:
Basically, Rangers need traps that are better than a Scouts. I never use Ranger traps.
They don't seem to work nearly as well nor are as useful as the scout traps. I love the idea of a bleed trap.

Camps:
These flat out rock! It would be really nice to be able to heal BF in them though.
Of course, that would require an entertainer, which is fine. But you should be able to heal BF in the high tech camps. Also, Why is it that we have an amazing high tech camp
complete with lights, pillars and crafting stations yet still have a crappy little fireplace in the middle?


WOW! I typed a lot!





--------------------------------------------------
Sildas Grim [Master Teras Kasi Ranger]
Sunrunner
--------------------------------------------------
Helping Meatlumps meet their Maker since 2003




alphaforge
Wed Oct 15, 2003 6:26 am
#22

Hmmm, Toughness I think I like that better than dodge or standard defence bonus, or maybe with. That would probably be too much, all are good.



Dea'll --- Flurry
Solusandra
Wed Oct 15, 2003 7:13 am
#23

I'm curious... really, really curious... what came of the meeting yesterday? I assume you can't say.


My top five is a little different than it has been, as the #1 issue affects a lot more than rangers.


1. Empty Planets -- This is having a significant impact on a few of our skills. Conceal? Its probably great, but there is absolutely no need to use it the majority of the time. Areatrack? Well, its a lot of fun getting the message that you are unable to determine anything. I read Ailia's post and two thumbs up. If areatrack would "trigger" the spawns, I'd consider the issue closed.


2. Combat/Defensive Skills -- The current mods are great, but I'd like to see them expounded upon. It doesn't give the "oof" I feel a ranger should have. If I am indeed geared towards PvE, I'd like to see more. The creature toughness is a wonderful idea. Our melee peers should definitely have our current mods applied to them.


3. Areatrack -- See empty planets. In addition, the range seems to be too short (750m or 1k?) and any of the forms of sortable/tree lists that have been presented would be great. Is there an update to Tracking?


4. Trapping -- I put this as #4 only because I still have faith that upgrades are in the works (would be #2 otherwise). Can we get an update please? I'd really like to see a pacify/lure trap that would improve our odds of single pulling a social mob.


5. Conceal -- Not much to say here. A few resources are still hard if not impossible to find. I've had conceal drop on me numerous times when I was no where near a mob -- I'd guess on zone lines. Having conceal fade for the duration of the fight is an interesting idea.


A few little things -- I'd like an update on camps, but if the overt faction acquisitions is any indicator, I think we will all be pleased when the changes come in. I'd like for examine to show if a creature is a herding/social pack animal and I'd like a fishing net.


I'm really happy with most of the enhancements we've gotten and hopeful for the future. I'm tired of maskscent/conceal changing on me every month... and the wait for new stuff always seems to last forever when it affects you.


-- Elysa Kamekazi, Master Ranger/Pistoleer/Squad Leader/Entertainer


Yep, I'm nuts... perhaps I should drop something and take up Chef?



BabyRancor
Wed Oct 15, 2003 7:32 am
#24

I'm sorry - did I miss something? Are we not going to bring up the status of /track (the keen thing that /areatrack was supposed to be a short-term substitute)?


I may not be completely up to date here - is this no longer an addition in the near future?





Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
Calculus_Entropy
Wed Oct 15, 2003 7:33 am
#25

Good list....I think getting the info on the traps and camps will help people to realize that they are coming. As far as conceal is concerned. I have no conclusive findings. For the most part is works well; I can conceal my bud to get him into flamethrower range when we are hunting animals or imps and it rarely breaks. However, when doing the Act 2 missions, it broke 50% of the time, so I can draw conclusions. For everyday use, it seems to work fine for me.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Wed Oct 15, 2003 7:47 am
#26

Of course I didn't read the State of the Profession before my last post. I posted this on the State thread, but wanted to get it some attnetion here to. There was mention if a critical hit bonus(?) and I think that would fit nicely into the to hit/effectiveness issue.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Page 2 of 8